object weapon_base { boolean WEAPON_ATTACK; boolean WEAPON_RELOAD; boolean WEAPON_PICKER; boolean WEAPON_NETRELOAD; boolean WEAPON_NETENDRELOAD; boolean WEAPON_NETFIRING; boolean WEAPON_RAISEWEAPON; boolean WEAPON_LOWERWEAPON; boolean WEAPON_START_FIRING; void EnterCinematic(); void ExitCinematic(); void NetCatchup(); void WeaponStolen(); void OwnerDied(); void UpdateSkin(); string GetFireAnim(); }; void weapon_base::EnterCinematic() { } void weapon_base::ExitCinematic() { } void weapon_base::NetCatchup() { weaponState( "Idle", 0 ); } void weapon_base::WeaponStolen() { } void weapon_base::OwnerDied() { } void weapon_base::UpdateSkin() { if ( isInvisible() ) { setSkin( getKey( "skin_invisible" ) ); } else { setSkin( "" ); } } string weapon_base::GetFireAnim() { return "fire"; }